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March 23, 2017 22:03
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Proposed source syntax for a block model.
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# Block model. | |
Hitbox: "full" | |
# Invalid directions will be ignored. This allows things | |
# like Opaque: "none" to mean that the block is always | |
# transparent. | |
Opaque: "up" "down" "north" "south" "east" "west" | |
# faces section -- defines faces that this model has | |
@Faces | |
# This is equivalent to two Triangle declarations. | |
=Quad top | |
# X Y Z U V. Simple arithmetic expressions are allowed. | |
# UV coordinates are relative to the texture, and | |
# will be converted to absolute coordinates in the | |
# stitcehd texture. | |
Vertex1: -0.5 -0.5 0.5 0 0 | |
Vertex2: 0.5 -0.5 0.5 1 0 | |
Vertex3: 0.5 0.5 0.5 1 1 | |
Vertex4: -0.5 0.5 0.5 0 1 | |
# This face will not be shown if there is an opaque block above. | |
# Specifying multiple faces is okay. | |
Occlusion: "up" | |
=Quad bottom | |
Vertex1: 0.5 -0.5 -0.5 0 1 | |
Vertex2: -0.5 -0.5 -0.5 1 0 | |
Vertex3: -0.5 0.5 -0.5 1 1 | |
Vertex4: 0.5 0.5 -0.5 0 1 | |
Occlusion: "down" | |
=Quad north | |
Vertex1: 0.5 0.5 0.5 0 0 | |
Vertex2: -0.5 0.5 0.5 1 0 | |
Vertex3: -0.5 0.5 -0.5 1 1 | |
Vertex4: 0.5 0.5 -0.5 0 1 | |
Occlusion: "north" | |
=Quad south | |
Vertex1: -0.5 -0.5 0.5 0 0 | |
Vertex2: 0.5 -0.5 0.5 1 0 | |
Vertex3: 0.5 -0.5 -0.5 1 1 | |
Vertex4: -0.5 -0.5 -0.5 0 1 | |
Occlusion: "south" | |
=Quad east | |
Vertex1: 0.5 -0.5 0.5 0 0 | |
Vertex2: 0.5 0.5 0.5 1 0 | |
Vertex3: 0.5 0.5 -0.5 1 1 | |
Vertex4: 0.5 -0.5 -0.5 0 1 | |
Occlusion: "east" | |
=Quad west | |
Vertex1: -0.5 0.5 0.5 0 0 | |
Vertex2: -0.5 -0.5 0.5 1 0 | |
Vertex3: -0.5 -0.5 -0.5 1 1 | |
Vertex4: -0.5 0.5 -0.5 0 1 | |
Occlusion: "west" |
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